About Matsuhiko KeiMedium Outsider (Native) HP 440
Speed 100'/Fly 180' (Good) Unarmed Strike: +38/38/38/38/33/28/23 to hit; 2d10 +17 damage; 19-20/x2 crit Skills: Acrobatics r20 +35/79 jump, Climb r10 +25, Craft (Alchemy) r20 +24, Heal r20 +25, Perception r20 +31, Swim r10 +25, Sense Motive r20 +25, Profession (Stonemason) r4 +9, Profession (Housekeeper) r4 +9 Feats: Blind-Fight, Combat Reflexes, Cut From the Air, Deflect Arrows, Dodge, Fleet, Greater Blind-Fight, Improved Trip, Improved Blind-Fight, Improved Critical (Unarmed Strike), Martial Focus (Unarmed), Power Attack, Skill Focus (Perception), Smash From the Air, Snatch Arrows, Stunning Fist (20/day; DC 33), Toughness, Weapon Focus (Unarmed Strike) Spell Likes:
3/day: Holy Aura, Protection from Evil Summon Monster Options:
Race Features:
Darkvision 60' Immortal (can't die of old age, don't take age penalties to stats but get age bonuses) Immune to Undeath (Can't be turned into an undead by any means) Resist Level Drain (Take no penalties from energy drain efects, though can still die if he has more negative levels than HD; automatically remove all negative levels after 24 hours) Past Life Knowledge: Treat all knowledge skills as class skills Shattered Soul: Must make a dc 31 caster level check to bring me back from the dead Suggestion 1/day (SL; CL 20) Half Celestial Traits:
Class Features:
Archetype (Scaled Fist) Dragonic Breath (3 Ki): 20d6 Acid in a 30' Cone; DC 33 Ref Save for half. Draconic Mettle: +2 bonus to saves vs. Fear, Paralysis, Sleep Draconic Might: Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma. Fast Movement: I gain a 60' Enhancement bonus to speed. Flawless Mind: Whenever I attempt a Will save, I can roll twice and take the better result. If I fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, I can attempt a new saving throw at the end of each hour to end the effect. Flurry of Blows: +2 attacks with monk weapons as part of a full-round action. Ki Strike: While I have at least one Ki point, my unarmed attacks count as Magic, Cold Iron, Silver, Lawful, Adamantine Unarmed Strike: Gain Improved Unarmed Strike for free and increase the damage to 2d10 Perfect Self: I am forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum. Purity of Body: Immunity to all diseases, including magical diseases. Timeless Body: Take no Penalties for aging and can't be magically aged. Tongue of the Sun and Moon: I can speak and understand every language, as if under a permanent Tongues spell.
Ki Powers:
Base Ki Power: By spending 1 Ki point as a swift action, I can gain an extra attack at my highest bonus when using Flurry of Blows. Elemental Fury (Acid): As a Swift action I can spend 1 Ki to Add 1d6 Acid damage to my unarmed attacks for 10 rounds. Freedom of Movement: I can spend 1 ki point as a swift action to gain the effects of freedom of movement for 1 round. Furious Defense: By spending 1 point from his ki pool as an immediate action, I can grant myself a +4 dodge bonus to AC until the end of his next turn. High Jump: I add my level as a bonus on all Acrobatics checks to jump. In addition, I always count as having a running start when attempting Acrobatics checks to jump. By spending 1 point frommy ki pool as a swift action, I gain a +20 bonus on Acrobatics checks to jump for 1 round. Ki Metabolism: I use my ki to control my metabolism. As long as I have at least 1 point remaining in his ki pool, I need to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish my ki pool), and can hold my breath for up to 11 hours. As a move action, I can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, I indicate a preset period of time or a triggering condition, after which I awaken. One Touch: As long as I have at least 1 point remaining in my ki pool, as a standard action, I can make an unarmed strike against a foe as a touch attack. I add a +10 bonus on the damage roll. I can spend 1 ki point to double this bonus for that attack. Qinggong Power: I can spend 2 Ki points as a Standard action to can Restoration on myself only. Slow Fall: When within arm’s reach of a wall, I can use it to slow my descent by expending 1 point from my ki pool. When I use this ability, I take no damage from the fall (as if using feather fall), but I must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall.
Style Strikes:
Twice a round when performing a Flurry of Blows, I can designate one of my attacks to benefit from one of the style strikes I know. Each use can be the same or a different type as desired. Flying Kick: I leap through the air to strike a foe with a kick. Before the attack, I can move 60'. This movement is made as part of my flurry of blows attack and does not require an additional action. At the end of this movement, I must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick. Foot Stomp: I stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and I end my turn adjacent to that foe, the foe’s movement is restricted. Until the start of my next turn, the target of this attack can move into squres adjacent to me. Alternatively, it can attempt a combat maneuver check (against my CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike. Leg Sweep: I attempt to sweep his foe’s leg, knocking the opponent down. If the attack hits, I can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. I must attack with a kick to use this style strike. Shattering Punch:I deliver a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target. I must attack with a fist to use this style strike.
Automatic Bonus Progression:
Resistance +5 Deflection +5, Toughening +5 Armor Attunement (+5, Deathless, Light Fort) Weapon Attunement (+5, Holy, Speed) Physical Prowess (+6/6/6) Mental Prowess (+2/4/6) Legendary Gifts (Legendary Ability: +5 Str, +4 Dex +4 Cha, +4 Con; Legendary Body 2, Legendary Armor, Legendary Weapon x3) |